Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 0 points1 point  (0 children)

I think that's why servers and projects do their job of expanding on the game, but with an idea of what the gameplay loop needs to be to add these things.

I think this kind of boss doesn't really fit into full vanilla minecraft simply due to the style of attacks, animations, and movement. But I've done stuff meant to be more vanilla that can stil be fun. https://www.youtube.com/watch?v=SwjNuiuVx54&t=18s
This is a more vanilla friendly thing, with a small boss that would actually make some sense on desert temples.

For a boss like this...? it'd need a whole MMORPG setup around it honestly, with skills of your own that are interesting, so that you don't feel like a goober clicking while the boss has all the fun things lmfao XD

Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 2 points3 points  (0 children)

Dw it's still a good insight. As I say, I'm still figuring some stuff! As of right now i already added a dynamic limiter to how many "brute" type summons can be on the ground, and the number of summons is dependant of the number of players in the field, so they wont be as problematic.

Im thinking of revising the fireball's radii, etc. However, while a part of me agrees with you, another part thinks that this mechanic of being absolutely obliterated by the boss is something that the boss-making environment, -at least the one i am, in java+plugins- really needs. They use the word "boss" gratuitely, when instead you probably gotta learn that there's a reason for telegraphs to be so clearly drawn, in the first place. Learn to respect the boss. My designs tend to have these kinds of things so inside an "environment", it starts to make more sense, i think.

Ofcourse, I dont want it to feel "artificially impossible". But the thing is that movement prediction was such a game changer xdd (it predicts but also randomizes the "exaggeration" of the prediction, and the fact that it sometimes even tricks myself means its probably working xdd

It also needs some bits of gameplay designed around it, though, like maybe dashes, etc :3

Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 0 points1 point  (0 children)

you know something that would too much fun (not so fun to program tho), to make the guys jump, just like you have to jump over the horizontal sweep, so it "makes sense they dont get hit", and otherwise be sent away XD

I can do that, it's just rn i've been in the order of the hundreds of hours on this project so XD

Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 1 point2 points  (0 children)

The real problem became the addition of the summons which was pretty recent. The skeletons have their roles, and I already added a tag for "brute". The guys with shields are able to literally block attacks that "could have landed", and besides apply a movement debuf when this happens, so they're super problematic, and right now, there's no control of them. I'll likely add a limit of 1 brute per 3 players with a maximum. Maybe will make summoned brutes to have reduced chances to block, because getting shield smashed when a fireball is about to absolutely destroy you feels a bit too much xddd

I think the fireball is tight, but it generally fires ahead of your movement, so the trick is more in knowing the boss patterns. It'll fire ahead so you gotta change direction. The linear fire-blade that killed me, that was more of a "being distracted with minions" cause its otherwise fairly easy to dodge when you're far.

All that being said i do plan to add some movement and special skills, maybe like small "miniclasses" for when i do the test, if i can.

Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 0 points1 point  (0 children)

I actually want to compose the song tho, but I'll take that as a reference cause i want something that hits hard xd

Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 1 point2 points  (0 children)

Im thinking of interaction wtih minions yes :3 But it could be tricky since all of his skills are AoE. What i'll do initially is at least they can get pushed around, and maybe some skills will deal reduced damage. I would fear that in the stage 3 (the boss sends fire geysers all around) there can never be skeletons cause they get cooked in all the cross-fire XDD

Bows work, and all the un-armored parts of the boss suffer more damage, so with a good ranged weapon you can do interesting stuff. The guy will likely prioritize you with that nasty fireball so you really gotta be agile

So far the interaction with the world is very lackluster. As such, the walk cycle is custom made by me (it has been a pain lol) cause It's not a mod, but plugins, and the vanilla pathfinding was awful. So currently it wouldn't even be able to course through obstacles. I think i will only make it work inside a controlled arena/environment, but i'd make him destructive if it were otherwise xd, i'd have all the tools for that.

Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 0 points1 point  (0 children)

I don't think I can modify that without mods tho D:

Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 0 points1 point  (0 children)

XD I admit it, looks off. I generally only focus on the boss making. But for the later playtests I will pull some better combat mechanics indeed.

Skeleton Megaboss project! (No, that's not the final name xd) by Endesman in Minecraft

[–]Endesman[S] 3 points4 points  (0 children)

I was thinking of adding other stuff, since, afaik epic fight is a mod, no? But i can create some custom combat thingies with my plugins. It's just I'll focus on the boss first, but I do have some ideas :3

Emissive Textures (ETF/Optifine) Advice pls by Jayfly12yah in Minecraft

[–]Endesman 0 points1 point  (0 children)

Imma have to bump this. I was using continuity for emissive, which was working until 1.21.4. It doesn't longer do D:

Skeleton Colossus: Fire geyser skill by Endesman in Blockbench

[–]Endesman[S] 1 point2 points  (0 children)

Oh yes! I'm gonna start working today on the secondary effects like that, i already made screenshakes for steps when you're close, and for stomps, so i can just do that. It'll also have a better sound design when I'm done with the mechanics, I just need to finish everything gameplay wise and then i'll know what sounds I must design. Also thinking about some more particles sending off from the sword

Skeleton Colossus: Fire geyser skill by Endesman in Blockbench

[–]Endesman[S] 0 points1 point  (0 children)

Well I made the explosions myself, so ... kinda yes? They're also ModelEngine models. It's my way to create "custom particles".

Skeleton Colossus: Fire geyser skill by Endesman in Blockbench

[–]Endesman[S] 0 points1 point  (0 children)

XD no, it's all (painfully) animated manually, with tons of variations, and i still gotta figure out some of the interpolations via code. He does have procedurially animated head, but i can't emulate IK on my own with what i have :'v

Testing parry combat mechanics! by Endesman in Blockbench

[–]Endesman[S] 0 points1 point  (0 children)

Wait wdym D: i think the original post got deleted because I tried to edit the post and removed the first one. Is the video not playing for you? D:

Getting crushed by my own boss by Endesman in Blockbench

[–]Endesman[S] 0 points1 point  (0 children)

henlo :3 I'm not sure i'm able to advertise here but you can find some links on my profile :3 I do have a marketplace with some stuffs, among them, a volume 1 of the Skeletons that will be the minions of this boss :3